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R: Racing First Impressions

PlayStation 2 GameCube Xbox
First Impressions by Tom Bramwell

5 February, 2004

R: Racing is a difficult game for me to write about. I've long held the PSone's Ridge Racer Type 4 up as one of the most exhilarating and enjoyable racing models ever developed, and R: Racing's stark departure from previous Ridge titles meant that my first few hours in its company were spent moaning and groaning, punctuated by the occasional accusatory glance aimed at the heavens. This isn't what I expected. Or wanted.

Burning ridges

'R: Racing' Screenshot 1

Roughly ten hours later though, I've polished off the single-player Racing Life mode and completed a fair number of the game's single race Event Challenge tasks, which are unlocked by gathering RP (effectively the game's currency) through various racing achievements like perfect cornering and effective overtaking manoeuvres. And at this stage, my initial stance has shifted a bit. While I'm still thoroughly disappointed that it's not the next-generation Ridge Racer I'd yearned for, I'm finding each trip round Suzuka, Monaco and the game's other courses that more gratifying now I'm more comfortable. Reviewing the game (closer to its March 26th release date) will be a case of deciding whether the latter day benefits of initial tolerance and dogged persistence outweigh the distinct disappointment any racing fan is likely to feel struggling against the game's slip-slidey handling for the first time.

For now though, I'm left charting my first stumbling drifts in the world of R: Racing, and it's a tale of much more suffering and woe than it should be. Having avoided contact with R: Racing almost completely, I imported it just before Christmas with no real preconceptions at all, played it for all of ten minutes and then decided to turn my attention to the clogged downstairs loo instead. It simply doesn't grab you. Cornering feels very hit and miss, and there's no appropriate helping hand (other than some tyre burns on the tarmac where possible) to influence your initial approach, which basically consists of revving for all it's worth and performing an emergency stop when faced with anything approaching a slight turn.

There are other issues too. R: Racing's biggest gimmick is your ability to unsettle rival racers by lurking in their slipstream, just as it unsettles you when you're belting into a corner with a speedy saloon in your rear-view mirror. This works by giving each of the racers ahead of you a sort of "stress bar," which goes from blue to yellow to red the longer you spend glued to his or her tail. When it hits red, he or she obediently loses control at the next corner, or screws up a gearshift allowing you to sweep past.

Have a brake

'R: Racing' Screenshot 2

Coupled with the game's remarkably forgiving stance on collisions and damage (i.e. there's very little effect either visually or physically), even your early attempts to figure out the wacky handling will produce easy wins in the opening stages of Racing Life. And if they don't, you're never spared use of the "brake assist" function, which can be toggled before any race to effectively do all the cornering for you. It's difficult to understand why this feature was included at all - it's either a way of acknowledging and compensating the gamer for the initially frustrating physics model and road manners, or it's been included under the mistaken belief that people actually get their kicks racing quickly down straights and watching the cleavage-encrusted cut-scenes between 'chapters'.

Annoyingly, there is actually evidence to support the latter theory - the inclusion of a NASCAR-style oval track, which pops up far too often and is never difficult to dispatch (because unlike everything else, it requires no braking). It's even been used for the final confrontation of the Racing Life mode, and you can expect to lead it from the end of the second lap right to the end - a rather symptomatic anticlimax.

Having set the bar low, Racing Life subsequently manages to squeeze under it completely, packaging races in a daft yarn full of self-obsessed characters with predictable back-stories and motives. The idea is that crazy ambulance driver Rena has been spied by a racing legend, who invites her to join his racing collective, soon revealed to be rather Mafioso in its pursuit of victory. What follows is a sort of rags-to-riches tale, which sees hated rivals develop into friends when they witness Rena's driving prowess - a rather peculiar choice of narrative strand given how pedestrian your achievements would appear to the average racing spectator - and also sees her shadowy employers eventually force her to "do a Ferrari" and sacrifice first place on team orders.

Life as a bitch

'R: Racing' Screenshot 3

However even this is handled badly. Up to the end of chapter nine (of 14), Rena just gets in a car and zooms to first place, bashing curbs all over the place and still somehow managing to find time to overtake the other five racers, but then with no prior warning racing guru Stephan buzzes over the radio that Rena must not finish first. She needs to drive precisely and come second, relinquishing pole position before the end. This should be point of divergence. It creates options all over the shop and gives the game a semi-serious edge. So the first time I was prompted, in my infinite mischievousness I decided to ignore orders and complete my victory, which I did. "If you can't obey team orders then there's no place for you here," the Game Over screen read. Retry?

It quickly became apparent from all the in-game banter (characters whinge at each other via some sort of communal radio) that close rival Schultz was the intended winner. In order to prove a point, I shoved him off the course early on and raced around with yellow and black striped anonymous also-rans lurching back and forward in my rear-view mirror. Then, as I half-anticipated, when I slowed down to let second place past me on the back straight, the bastard wouldn't budge. The chap in third bunched up behind him, and I literally could not get out of their way. Suddenly, Schultz' car comes blazing up behind us all and bumps its way past, after which point the idiots on my bumper regained their composure and hounded me to the line, where I finished second as God clearly intended. Cue cut-scene that doesn't really explain anything.

After all that, Racing Life faded out quite quickly, and left me with Event Challenge, Arcade and Time Trial modes to explore. Unfortunately, "Arcade" isn't quite the sprawling alternative that GT or Gotham fans might imagine - it's just a front-end to pick a track and a car and go, as is the Time Trial option. Event Challenge is more of a quest, offering you a bunch of faceless tasks that range from Gran Turismo-style license tests to regular races (that rarely deviate much from what you've already seen in Racing Life). You have to buy these with RP, but Racing Life leaves you well equipped.

Wrong way round

'R: Racing' Screenshot 4

If you wanted, you could spend endless hours unlocking them all, but to be honest there isn't much incentive. By that time you're familiar with every track - of which there are about half a dozen big ones, a few rally courses, a rallicross head-to-head track and some other bits and bobs - and you've got a better handle on the physics, but the game still singularly fails to reward the player in any meaningful way. It feels back to front. Where I am now, I'm much better at coaching strong performances out of the decent cars, and even quite enjoy the temperamental Privateer-class classics, which feel like they're racing on ice. But I'm getting bored of the same tracks!

Ultimately, there is something here, it just needs to be coaxed out. If you can develop a running order that doesn't over-expose you to the same tracks, and never, ever use the brake assist toggle, then you may even enjoy Racing Life mode in its entirety, rather than just warming to it slightly in the latter stages. Yes, there is an awful lot wrong with R: Racing near the surface, from the daft presentational flaws like getting a "That guy's been on your tail long enough" pep talk over the radio after half a second's racing, to the more serious problems like the way you can ignore S-bends entirely and just drive over them without impediment (It certainly makes Monaco a bit easier, and that's not the only place it works). But on the other hand I am well beyond playing because I'm obligated to - I'm still playing it because, well, I don't find it too frustrating or stupid any more.

Granted, there are more bugs to bear (and I'd better save a few of them for the review, like the recurring rally sections, and my thoughts on the hit-and-miss visuals and so-called soundtrack), but on the whole you shouldn't dismiss this completely. I was quite right to be angry with it, but it's not a lost cause. It may yet find an audience, even if it's becoming increasingly clear that not even Namco has a handle on what made Type 4 such a defiantly blinding experience - the digital equivalent of being giddily spun round and round by the arms. For all my agonising over whether R: Racing is really that bad, it's probably going to be remembered as a solid, unadventurous genre title compared to Type 4's rollercoaster-off-the-rails.

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Comments: 1-24 of 24 in total

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Blerk
05/02/04 @ 09:10
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Meh! :-)
pjmaybe
05/02/04 @ 09:14
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Best of the series still remains as Rage Racer.

A proper this-gen (thank you Blerk) update of that would be a PROPER JOB!!!

Peej
ssuellid
05/02/04 @ 09:16
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Thats put me off completely.

Rage Racer? You taking the piss?
renzo
05/02/04 @ 09:18
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Hmmm... won't those overalls chafe her nipples? I know they weren't going all out for realism, but they really should have thought this through a little more.
Blerk
05/02/04 @ 09:18
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A proper this-gen (thank you Blerk) update

/hugs peej
Dizzy
05/02/04 @ 09:24
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Well GC owners can a least get Pacman VS with this thing

/sarcasm
Tiger_Walts
05/02/04 @ 09:31
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Mugs, I take it you like Type 4, I just want to clarify that in case it wasn't clear in the article.

But then I'd have to agree it's the best of the series, although a fan of the arcade version of Ridge Racer I was never too enamored with the console ports and the series' later iterations.

Getting my hands on Type 4 for the first time I was expecting the usual handling and controls, in this respect, I wasn't wrong. Type 4 excelled over the other titles by being supremely structured, boasting numerous differrent car setups classed mainly into grip and drift categories and having wonderful track design with appeal in both aesthetics and challenge.

There is a great range in the difficulty that a player can set themselves so there is no alienation of the Ridge Racer greenhorn, advancing through the game also drops the deplorable treadmill structure that Rage Racer had.

Altogether it may not be the best racing game but you can't beat the thrill of performing that long 180 powerslide to perfection, clipping the kerbs and overtaking on the exit.
Mugwum [staff]
05/02/04 @ 09:57
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Exactly, nothing can beat that. It's like being in that G-force simulator from Moonraker at times, that game...
Plob
05/02/04 @ 10:03
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I really enjoyed RR Type 4 and was thinking about trying Ridge V. Was it any good? The only reviews I can find on the net are fanboy rubbish. Thanks.
Harry 
05/02/04 @ 10:11
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Type-4 was my favourite in the series. I bought the Japanese version which came in a cube shaped yellow box. Inside was the game, a Ridge Racer T-Shirt, a Christmas card from Namco and the Jog-Con force feedback controller. Best import I ever got, a very nice package.
ssuellid
05/02/04 @ 10:12
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V is more like RRR than 4 but not as good. 4 is my fav.
Errol
05/02/04 @ 10:45
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/waits for GT4.
Machiavel
05/02/04 @ 11:03
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Rage Racer all the way - the way each round churned up the speed, shooting up that ridiculously steep hill in a turbo-charged mini. Excellent stuff.

/happy to find something to agree with Peej on
Razz
05/02/04 @ 11:06
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/stabs errol

Come on everyone more talk about Ridge Racer Type 4, it's the last racing game I ever respected. What a game.
Did anyone ever actually get all the cars? How many was it again 384?
Razz
05/02/04 @ 11:09
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Tiger_Walts
05/02/04 @ 11:12
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I didn't see the point of collecting all the cars, as I'd only wanted to drive the ones that pertained to my driving style, but the concept cars were great fun.

Lightning fast, the turning circle of a hackney cab and the grip of a champion weightlifter. Not even Wipeout demanded the superhuman reations to pilot those things.
Razz
05/02/04 @ 11:17
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Don't even get me started on the Vulcan Tank
Ahh.. nostalgia
/wipes tear from eye

I loved that Turbine car too!!

OK OTTO!! I'VE HAD ENOUGH! I'm going out this lunch time to buy a PS2 and re buy a copy of Ridge Racer T4. I need to play this again... so many happy memories.
oneiros
05/02/04 @ 12:35
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Ridge Racer Type 4 also had one of the most evocative opening sequences I can remember. The RR girlie tunes in the radio, yawns and gets out of bed, walks along the street, breaks her heel and gets picked up by (the player in) a fast car. Can't say why exactly, but the whole thing puts a huge sh!t-eating grin on my face.
Razz
05/02/04 @ 12:38
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Oneiros, you certainly put into words what I've felt for years. :)
Stevas mkII
05/02/04 @ 12:45
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So... I had the original Ridge Racer on the old PS1, there, and bloody loved it. Particularly the outrageous handling.
Since getting my PS2, though, I've somehow managed to avoid any of the Ridges.
Is it safe to assume I'm clearly mad for not having picked up RRT4?
In my defence, I've never even bloody well seen it in the shops.
Razz
05/02/04 @ 12:48
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"I've never even bloody well seen it in the shops. "

...which reason enough to buy it.
You saw my link, join ussssssssssss.
Blerk
05/02/04 @ 13:11
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RRT4 was a PSOne game, wasn't it?
ssuellid
05/02/04 @ 13:13
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Yep, RR V was the first PS2 one.
Tiger_Walts
05/02/04 @ 13:52
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oneiros, I was suitably impressed by the soft physics that animated her hair.

Comments: 1-24 of 24 in total

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